Quick question that might lead into a blog post.

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seraph
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Quick question that might lead into a blog post.

Post by seraph »

So I was playing around with my pilot ships build and I substituted the ancient ap with my cutting beam and then because I lost the synergy with my console I changed it too. What I found was my ship could not handle the loss of omega synergy and its weapon power resistance.

So my questions are..

Is any build really viable without these two pieces?

Does anyone not use them?

Does Marion replace this need and that is the only exception?

Does being a beam boat vs cannon make a difference with this?
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Gabriel Lyons
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Re: Quick question that might lead into a blog post.

Post by Gabriel Lyons »

I don't personally use that combo. But I run a Klingon Engineer with Disruptors and a few lobi consoles. Pulls decent numbers and has alot of survivability.
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Dancamvet
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Re: Quick question that might lead into a blog post.

Post by Dancamvet »

I don't use it on my non-AP builds but if i'm running AP I do tend to run that combo.
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seraph
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Re: Quick question that might lead into a blog post.

Post by seraph »

Gabriel Lyons wrote:I don't personally use that combo. But I run a Klingon Engineer with Disruptors and a few lobi consoles. Pulls decent numbers and has alot of survivability.
So how do you offset the energy drain of so many energy weapons? When I took them away my energy hit 80s and I couldn't let that happen and be viable. Currently I'm running 4 ap. Beam arrays and one torp up front and in my two back slots the cutting beam and a crafted omni ap beam.
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cmdraftbrn
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Re: Quick question that might lead into a blog post.

Post by cmdraftbrn »

enginners can cheat the powerdrain naidon inversion engincapt ability. (i think its called) it cuts the powerdrain. outside of that try the plasma infused warpcore.
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yargo14
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Re: Quick question that might lead into a blog post.

Post by yargo14 »

Science partgen builds don't really require it, since most of their damage is coming from sci powers meaning high aux power is required, not weapons. The same goes for torpedo builds, again cause they don't need weapon power.

They're kinda a niche exceptions though, any build that uses conventional energy weapons as it's primary source of damage is going to benefit massively from the 2 piece set.
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Re: Quick question that might lead into a blog post.

Post by cmdraftbrn »

minimum threshold is 4 energy weapons before a drop in weapon regen starts.

so with 4 weapons after each firing cycle you'll be fully recharged at 5+ energy weapons you'll suffer from a regen penatly as you never recover from the drain. but this is a baseline from several years ago
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Dancamvet
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Re: Quick question that might lead into a blog post.

Post by Dancamvet »

yargo14 wrote:Science partgen builds don't really require it, since most of their damage is coming from sci powers meaning high aux power is required, not weapons. The same goes for torpedo builds, again cause they don't need weapon power.

They're kinda a niche exceptions though, any build that uses conventional energy weapons as it's primary source of damage is going to benefit massively from the 2 piece set.
True enough but some of us do Part Gen whilst running 5 beams. Although my beam fire is still a backup to my Sci skills I push it a bit as they fire all the time so it's more consistent (albeit lower level) damage whilst I rotate though my Sci stuff.
Whilst on Sci stuff, even a low level Energy Siphon is good for a boost, same goes for the Breen set energy siphon.

On another note, I find emergency power to weapons helps a lot with energy drain so I tend to run that concurrent to any beam skill, it adds damage too so it's win win.

Also the Fleet Elite plasma infused warp cores (well any plasma infused core) increase power regeneration.
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